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[WIP] RELOADED (An I&A PvE Clone)

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FYWuV0o.jpg

 

About RELOADED

RELOADED is a PvE mission which is loosely based on the existing 'Invade & Annex' PvE mission, but coded from scratch by myself (soulkobk) since June 2017.

 

The map that the current development mission is operating on is Tanoa, but the mission can EASILY be ported to ANY terrain of choice (vanilla or otherwise).

The basic operations of game play is as follows...

There is a NATO base where all players will spawn with specific roles (medic, engineer, rilfeman, sniper, pilot, etc) and are able to load-out via a restricted arsenal.

An enemy AO is spawned at a randomly chosen position on the map, then the diameter size for the AO is randomly chosen, then a random number of (maximum) tasks within the AO is chosen.

 

The terrain is then scanned at the AO and positions are compiled for...

 

bridges

forest

land

path

railway

runway

shore

water

 

...from these compiled positions, tasks are then randomly chosen and placed. There are tasks and bases for all the above listed positions... like to roam the forest? we got you covered... prefer to approach by water as an armed diver? we got you covered... like the beach? we got you covered... want to recover trains? we got you covered. There are many different roles and situations for a diverse player type.

 

When a task is randomly chosen (via configuration), it will then randomly choose a base composition (via configuration) to place at each given task (each task can have one or one hundred different base compositions to choose from each time). Once the task is chosen and the base composition is placed, it will then scan the base composition for 'task objects' to use with task roles (secure/destroy/repair/etc). Once the base composition has been scanned, an object is randomly chosen for the task completion, and the appropriate task role is applied (vehicle destroy, laptop secure, helicopter repair, etc). The task then randomly spawns in an amount and different classes of enemy AI for defending (via configuration) the task.

 

This structure is the same for each task that spawns.

The AO could have 4 tasks or 10 tasks, it's all random, as is the follow-on procedures of selecting a task, selecting a base, selecting a task role, selecting the amount and class of AI to defend, etc... everything is random.

 

Once the AO is populated with the main task (capture/secure/hold the Contingency Operating Base) and sub/simple tasks are finalized, then global patrols within the AO are randomly chosen and deployed. AI can/will be deployed to the AO on foot and also be delivered by helicopter or self-driven unarmed vehicles, or by self-driven quad-bikes, or get chauffeured in by transport truck. There will also be roaming patrols in armed vehicles, tanks and/or boats (if there is water present within the AO). There will also be patrolling armed air support (helicopters and jets) so be sure to stay under cover!

 

All the AI patrols use a custom (thirdy party, modified) patrol script/function which makes the AI act more like a player. Each AI has a different skill-set applied, so you may get one that can't seem to shoot you from 100m away, but another will get injure/kill you from 600m away. AI will spot you (and your team), give intel to close by units on your whereabouts, use cover, go prone, flank you when you're not looking or concentrating on other enemy units... and even call in heavy support (armed vehicles)... so you had better have come prepared! Decided to run and hide? you better keep running as the AI WILL hunt you down.

 

The mission is more difficult than other PvE missions, and requires a great deal of communication and team work... if you want to run solo and attack the AO and tasks close up, you may (probably will) have a very tough time.

 

All enemy vehicles that are within the enemy AO can be used by ALL players should you not blow them up on sight. Disable a wheel or three, let the enemy decamp from the disabled vehicle, shoot/kill them all, then get a friendly engineer to fix the vehicle for you, jump in and use it yourself, pretty much ALL vehicles are unlocked for players. You will then have that vehicle as long as it is alive, and has a driver/passenger(s)... get it blown up, it's gone... abandon it (timed despawn) and it's also gone.

 

tKKlyhb.jpg

 

Why did I decide to (try and) code my own version?

I and a few friends like to play the PvE style missions, but the I&A missions and servers that currently exist which we played on were mediocre at best. The teamwork aspect is very enjoyable, but the same AO, same tasks, same AI (or lack of) at different locations on the map grew VERY boring VERY quick, hence 'RELOADED' was created.

 

I decided to jump in the deep end, learn as I went along as well as apply what I have already learned over the last year and a half with Arma 3 scripting/coding. I wanted to create a much more random mission to where each AO was unpredictable on what it would contain and the amount of enemy forces were unknown. I also wanted to code it so that it was easily expandable... which I have done. To add in tasks is extremely easy, to add in base compositions is extremely easy, to add in extra task roles is extremely easy... the whole system is very easily expandable.

 

At the beginning of mission creation back in June 2017 I only had a handful of self-made base compositions to use for tasks, so it was somewhat repetitive... but since June 2017, myself and other community support have created (and are still creating) more to add in each and every week. Basically anyone that is able to use the 3DEN editor can create compositions, save them, export them and add them in to the mission with ease (save the exported script, update/add the base composition name to configuration files... and it's done.. it really is that easy).

 

Since June 2017, there has been a lot of progress, and myself and other mission contributors play, test and create on a regular basis... and each and every time, it is quite more enjoyable than the the I&A servers we use to play on. Even at this alpha stage, it's more enjoyable and much more re-playable, than what we were playing.

 

We currently have a test server located on the West Coast of USA (Los Angeles) and have set up a Discord server for chat, feedback, creations, suggestions and change-logs (see below for details).

 

Does this mission interest you?

Feel free to join our discord channel (see below for details), have a read of the about/rules/changelog/etc channels and have a chat about the mission.

 

Does the mission interest you enough to want to play-test the alpha mission and give constructive feedback and suggestions? We can make that happen.

Does the mission interest you enough to want to contribute to it in the way of base composition creation, or script/code, or graphic liveries? We would certainly appreciate the help!

 

Where can I download this mission?

You can't currently, but once the mission is at a proper playable state (all routines are in place, functions as intended and automatically, etc), it will be released to the public via my github account for all communities to download, and host on their own servers, and of course change/expand at their own discretion.

 

How playable is the current alpha mission?

Very playable. The NATO base is all set up, the AO spawns (manually via an action at NATO base) and the tasks propagate correctly, the AI self-deploy and almost every part is functioning as intended, so the play-ability to test (and enjoy it) is here already.

 

The only thing to note at this alpha stage is that the mission is in FULL debug mode, so there is a LOT of chat spam and map marker creation and deletions to announce what systems are functioning and what they are currently processing.

 

Are you still reading this?

Well, thanks for taking the time to read this in full (presumably that you didn't just scroll down here first), I hope this mission interests you as much as it interests myself in continuing with the mission development. Hopefully I have explained myself well enough... if I haven't, I'll answer any questions as they appear.

 

Want to see some screen shots of the mission in action? Then be sure to click this link! Sorry no in-game video is available for viewing at this stage.

 

Oh, and BTW... here's our discord server to where you can find myself and other community testers/supporters.

DISCORD SERVER

 

Thanks for reading. -soul.

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sounds quite impressive work soul :hyper:

 

some questions for the later stable phase:

1) how much effort is it to port to other terrains? whats involved?

2) how easy and effort to port to some mod (RHS, UNSUNG, etc)?

3) does WW2 setting make any sense with lack of choppers and different style of objects (in ref to compositions)?

 

thanks!

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55 minutes ago, .kju said:

sounds quite impressive work soul :hyper:

 

some questions for the later stable phase:

1) how much effort is it to port to other terrains? whats involved?

2) how easy and effort to port to some mod (RHS, UNSUNG, etc)?

3) does WW2 setting make any sense with lack of choppers and different style of objects (in ref to compositions)?

 

thanks!

 

1. how much effort, very little. What's involved is basically copy/pasting (or creating new) map markers for the mission structure, then creating the NATO base and layout whether it be copy/paste, or create it yourself from scratch within the 3DEN editor. All objects are initiated by calls to functions which do all the required setup, so no need to do that manually. Place the object, set the object INIT line = done. If you place down 10 arsenal crates, adjust all the INIT lines at once to call the arsenal handlers = done. If you place down 5 helicopters, adjust all the INIT lines at once to call the vehicle respawn handlers = done. There is no need to manually place map markers (apart from a few which NEED to be manually placed), as the functions and handlers do all the setup for you.

 

2. Porting for the use of RHS, UNSUNG, etc... I gather it wouldn't be too hard at all, as again, all the objects that are placed whether respawnable vehicles, arsenal crates, clothing, weapons, etc... they are either set up via INIT calls or are easily added to via configuration files. Enable the MOD, allow its use via server keys, get the class lists and update all the required configuration files to allow the new weapons/uniforms/vehicles/etc.

 

3. The base compositions can be anything that your imagination can come up with... it can be as simple as a few selected objects, or as involved as a fortified base that covers a 100m diameter. So if it were to fit in to a WW2 setting, that can be achieved by anyone who chooses to modify the base mission. Base compositions can be changed, tasks can be changed, uniform/weapon/vehicle mods can be added, and with simple configuration changes, all those items will be able to be used in the mission. I have created the mission with the intention of allowing it to be changed to suit any type of PvE game experiences.

 

A quick/brief insight in to task configuration...

	[
		"Path Camp", // task title
		"CSAT have set up a camp along a path and left their gear lying around, go find and secure their items.", // task description
		["secure"], // task roles
		"POLYLINE", // task icon
		100, // task area radius (red outer circle)
		10, // task base radius (for base placement)
		[
			"TrailCampsite_CM"
		], // base compositions available
		"land", // location surface "land", "water", "bridge"
		2, // number of unit groups
		6 // number of units per group
	]

...and a base composition...

/*
	fn_objectsGrabber for EDEN editor by soulkobk.
	revision: 20171030

	mission: basePathDigger
	world: VR
	center position: [0,0,0]
	radius: 100

	array list: [objectClass, objectPosition, objectDirection, objectSimulation, objectSimpleObject, objectPitchBank, objectDamage, objectAllowDamage, objectVarName, objectInit]

	to set object as task object, place in init of object = this setVariable ['taskObject',true];
	to damage/disable/lock vehicle (true to lock), place in init of object = [this,true] call IA_fnc_vehicleDisable;

	make sure as many objects as possible have simulation turned off, or simple object enabled!
*/

[
	["Land_BagFence_01_corner_green_F",[-2.5,-3.625,0],180,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_corner_green_F",[5.25,4.125,0.75],0,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_corner_green_F",[5.25,4.125,0],0,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_end_green_F",[-1.25,4.375,0],0,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_end_green_F",[-1.5,-3.875,0],0,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_long_green_F",[-0.125,6.5,0],0,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_long_green_F",[-3.125,4.375,0],0,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_long_green_F",[-4.5,0,0],270,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_long_green_F",[-4.5,3,0],270,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_long_green_F",[1.875,4.375,0],180,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_long_green_F",[5.625,-0.75,0.75],90,false,false,[0,-0],0,false,"",""],
	["Land_BagFence_01_long_green_F",[5.625,-0.75,0],90,false,false,[0,-0],0,false,"",""],
	["Land_BagFence_01_long_green_F",[5.625,-3.75,0.75],0,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_long_green_F",[5.625,-3.75,0],0,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_long_green_F",[5.625,2.125,0.75],90,false,false,[0,-0],0,false,"",""],
	["Land_BagFence_01_long_green_F",[5.625,2.125,0],90,false,false,[0,-0],0,false,"",""],
	["Land_BagFence_01_round_green_F",[-3.5,-2,0],225,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_round_green_F",[1,-3.25,0],45,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_round_green_F",[6.625,-2.75,0],225,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_short_green_F",[3.875,4.375,0],0,false,false,[0,0],0,false,"",""],
	["Land_BagFence_01_short_green_F",[4.125,4.375,0.426136],0,false,false,[0,-30],0,false,"",""],
	["Land_BagFence_01_short_green_F",[5,-3.75,1.5],0,false,false,[0,0],0,false,"",""],
	["Land_Cargo_Patrol_V4_F",[4.375,0,4.76837e-007],0,false,false,[0,0],0,false,"",""],
	["Land_DirtPatch_01_4x4_F",[7.25,3,0],0,false,false,[0,0],0,false,"",""],
	["Land_DirtPatch_01_6x8_F",[-0.75,2.5,0],0,false,false,[0,0],0,false,"",""],
	["Land_DirtPatch_01_6x8_F",[0.125,-4.5,0],270,false,false,[0,0],0,false,"",""],
	["Land_FlowerPot_01_F",[-1.25,3.75,0],0,false,true,[0,0],0,false,"",""],
	["Land_FlowerPot_01_F",[-1.75,3.625,0],0,false,true,[0,0],0,false,"",""],
	["Land_Hedge_01_s_2m_F",[-3.125,3.625,0],270,false,false,[0,0],0,false,"",""],
	["Land_Hedge_01_s_2m_F",[-3.75,3,0],0,false,false,[0,0],0,false,"",""],
	["Land_Hedge_01_s_2m_F",[3.125,-4,0],270,false,false,[0,0],0,false,"",""],
	["Land_Hedge_01_s_4m_F",[3.75,-2.375,0],180,false,false,[0,0],0,false,"",""],
	["Land_Pipes_large_F",[-1.69859,-4.90858,0],0,false,true,[0,0],0,false,"",""],
	["Land_PortableLight_double_F",[5.125,-2.875,0],135,true,false,[0,-0],0,true,"",""],
	["Land_TrenchFrame_01_F",[-3.125,4.875,1],180,false,false,[0,0],0,false,"",""],
	["Land_TrenchFrame_01_F",[-5.125,2.625,1],90,false,false,[0,-0],0,false,"",""],
	["Land_TrenchFrame_01_F",[0.125,-7.625,1.25],1.36604e-005,false,false,[0,0],0,false,"",""],
	["Land_TrenchFrame_01_F",[6.375,-4.25,1.125],1.36604e-005,false,false,[0,0],0,false,"",""],
	["Land_WheelCart_F",[-2.875,1.625,0],45,false,true,[0,0],0,false,"",""],
	["Land_WoodenBox_F",[4.26146,2.87665,0],0,false,true,[0,0],0,false,"",""],
	["Land_WoodenBox_F",[4.26146,3.25165,0.5],330,false,true,[0,0],0,false,"",""],
	["Land_WoodenBox_F",[4.26146,3.62665,0],0,false,true,[0,0],0,false,"",""],
	["Land_Laptop_02_unfolded_F",[2.75,-2.875,0],135,true,false,[0,-0],0,true,"","this setVariable ['taskObject',true];"],
	["Land_MetalCase_01_medium_F",[-1.625,2.75,0],15,true,false,[0,0],0,true,"","this setVariable ['taskObject',true];"],
	["Land_PlasticCase_01_large_F",[2.625,-1.5,5.25],285,true,false,[0,0],0,true,"","this setVariable ['taskObject',true];"],
	["Land_PlasticCase_01_medium_F",[4.75,1.125,0],60,true,false,[0,0],0,true,"","this setVariable ['taskObject',true];"],
	["Land_PlasticCase_01_small_F",[6.375,1.5,5.375],0,true,false,[0,0],0,true,"","this setVariable ['taskObject',true];"],
	["Land_PressureWasher_01_F",[-4.375,-2.875,0],120,true,false,[0,-0],0,true,"","this setVariable ['taskObject',true];"]
]

With the AO compiling, the configuration can also be changed so that 0 patrol helicopters spawn, or 10 spawn, or it can be a random number of patrol helicopters that spawn, it's totally up to the mission host and how it's configured.

 

Most (if not all) of the mission is adjustable in one way or another. Don't want water tasks? Adjust the config to disallow them. Very simple and easy to do.

 

It's hard to explain the set up... and how easily the mission can be changed (I know how easy it is, as I created it... but explaining can be a bit hard for me) but the mission can be changed in pretty much all aspects of the mission. Change the number of units that spawn at tasks, remove tank patrols, add in quad bike patrols, remove paratroop redeploy method, change the patrol helicopter vehicle class... and apply custom liveries... it all can be changed with ease.

 

I hope that answers your questions.

 

"sounds quite impressive work soul" <- thanks.

 

-soul.

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Just an update on the above mission that I had been working on for over a year...

 

As with life, it throws curve balls from time-to-time, and I have had my fair share over the years, and well... this year has thrown quite a few of them, some good, some bad. So, in saying that, I had to stop development on my mission RELOADED back in July 2018 and concentrate my energies where it was needed, that being family and work.

So what now? I really don't know... I have coded pretty much 90% off the mission, except for the main timing routine to automatically spawn/time/weigh the game play (success/fail scenario)... so that's all that's left to do, but that is probably the more involved part (everything was rather involved) to get done, and as you are reading... I just don't have the time (or willingness) to complete it at the moment.

 

I have since released all of my RELOADED code to github under license, to which you can find --> here <--. You can fork it, download it, pack it, play it via EDEN multiplayer, upload it to a server... whatever, it will work/function as-is (manually via the laptop at base), but be sure to keep your wits about you, and focus, else you WILL die... and die... and die. :P

If any ArmA 3 developers would like to fork the repository and continue work on it, that would be great. What is it? It's an "Invade & Annex" clone (of sorts), but its extremely dynamic, and most (if not all) calculations are done on-the-fly for each game round.

Just feel like checking out the code? See how I've coded it? Learn from it? Whatever the case... help yourself... and if you like, let me know what you think, constructive feedback is welcomed. In coding this mission, I jumped in the deep-end... and learned to code whilst coding, so it may not be the best code, but it works for what I wanted it to.

Will development continue? Possibly, but for now... that answer is no.

I thank all that have helped and contributed to the RELOADED mission with assets, graphics, alpha testing, etc... it truly is appreciated.

 

Until next time...

 

-soul.

 

 

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how playable is it at the moment? did you consider to upload to workshop when it is basically to give it a lot more exposure

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Very playable, there is a server running the mission at the moment. There is no timing routine, so each AO stays until you trigger a new one via the laptop at blufor base... and at the AO, the main COB/FOB is not able to be secured/taken over, so enemy just keep coming for you. The rest of the sub missions are able to be secured though.

 

Server name: [RELOADED] USA | Tanoa | github.com/soulkobk |
Address: 192.154.226.221:2312
Server version: 184144923
Required game version: 1.84.0

Map: Tanoa
Mission: RELOADED Tanoa
Players: 0/16

 

I have the server using an older build on the map of Altis, but I can (will) change this in the coming days back to the Tanoa map with the same code that is on github.


Join, do your arsenal load-out, scroll wheel on the laptop under the flag at blufor base... and watch things populate on the map. open the map, press ALT + LMB where you want to teleport to (used for alpha testing to get back to the AO instantly).

As for uploading to the workshop, I have no intention of doing that currently. Are there benefits to this apart from exposure?

 

-soul.

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